Shader "Blurred" {
	Properties {
		_Color ("Main Color", Color) = (1,1,1,1)
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_Size ("Blur Size", Range(0,.02)) = 0.002
	}
	SubShader {
		  Tags { "Queue" = "Transparent" }
		  Zwrite on
		GrabPass {
			Tags { "LightMode" = "Always" }
			TextureScale 1
			TextureSize 512
			BorderScale 0
		} 
		
        Pass {
			cull front
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest 
			#pragma fragmentoption ARB_fog_exp2 

			#include "Blurred.cginc"
			ENDCG

            SetTexture [_GrabTexture] {}
			SetTexture [_MainTex] {}
        }
		
		GrabPass {
			Tags { "LightMode" = "Always" }
			TextureScale 1
			TextureSize 512
			BorderScale 0
		} 
		
        Pass {
			cull back
			Blend SrcAlpha OneMinusSrcAlpha
			
			CGPROGRAM
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest 
			#pragma fragmentoption ARB_fog_exp2 

			#include "Blurred.cginc"
			ENDCG

            SetTexture [_GrabTexture] {}
			SetTexture [_MainTex] {}
        }
	} 
	FallBack "Diffuse", 1
}
